Merits

Merits are bought with Freebie Points. If, during the course of play, a character earns a new merit, it should either be purchased with experience, given free by the Storyteller, or bought with an equal number of Flaw points. At all times, Merits should fit within the concept of the character. When buying Merits with experience points, it must be totally justified through roleplaying and approved by the Storyteller, with a suggested cost for the new Merit being twice its rating.


Acute Sense (1 pt) — You have exceptionally sharp hearing, smell, vision or taste. Take –2 Difficulty on all dice rolls that relate to the sense in question (e.g. Perception + Alertness to hear a faint noise, taste poison in food or see an oncoming attacker).

Ageless

Ageless (2 pt) — For whatever reason, the day you were Chosen was the day you stopped aging. Though you can still die by violent means, you will never become decrepit. Even the worst of scars will fade in time.

Alcohol Tolerance (1 pt) — With a successful Stamina roll (Difficulty 5), a character with this Merit can shake off the effects of intoxication, suffering no coordination penalties that might normally affect a drunken fighter. This Merit also works against all natural intoxicants, though not against poisons. It will also take a character with this Merit longer to get drunk.

Ambidextrous (1 pt) — You have a high degree of off-hand dexterity and can perform tasks with the "wrong" hand at no penalty. The normal penalty for using both hands at once to perform different tasks (e.g. fighting with a weapon in each hand) is at a +1 Difficulty for the "right" hand and a +3 Difficulty for the other hand.

Animal Kin (4 pt) — Despite how unlikely it sounds, one of your recent ancestors was actually an animal. This probably happened though some form of magic or another, such as the Spell Shape Change. During character creation, this Merit raises an attribute of you choice by one dot (even if this takes it above five dots), but the attribute must be in keeping with the nature of the animal ancestor. Visible animal characteristics may also be present as an outward sign of your bestial heritage. As a bonus, this extra dot is not counted when calculating the cost of raising the Attribute with experience points.

Animal Magnetism (1 pt) — You are especially attractive to others. You receive a –2 to your Difficulty on Seduction or Subterfuge rolls. However, this will aggravate others of your gender.

Berserker (4 pt) — Battle is your bread and milk. You have the capacity to frenzy at will, and are thus able to receive many bonuses in combat. Wound penalties do not effect you while "in frenzy", you may take an additional action per round without needing to split your dice pool, you are immune to any Spirit magic or vampiric Domination (except those used to calm you down), and people respect you for it. However, a Berserker often continues to fight after the battle is over. While frenzied, a opponent is anyone (friend or foe) who has a weapon pointed at you. To stop frenzy, roll your current Willpower (Difficulty 9), or have someone very close to you "talk you down".

Blessed (1-5 pt) — Someone very powerful has rewarded you for some past deed. This reward is a blessing (though sometimes it seems like a curse). You have to be careful, or your benefactor will take it away from you. This is a very rare Merit. Some examples follow:

Born on Horseback (1 pt) — You have a natural affinity with horses. You do not suffer the Dexterity + Ride limitation to your combat Dice Pools while on horseback. Additionally, horses do not usually shy away from you (even if you have no Animal Ken).

Celestial Attunement (1 pt) — You have an innate link to the passage of time and the movement of celestial bodies. You can estimate the time until sunrise or sunset within a minute or two, and can follow the phases of the moon in your head. Those with some training in Astrology and this Merit can even foretell certain astrological conjunctions without access to charts. You can accomplish any of these feats with only a minimum of concentration.

Charmed Existence (5 pt) — Your life is somehow protected, and you do not face the perils that others must. It could be that you are simply lucky. Because of this, you may ignore a single "1" on every roll you make. This makes if far more unlikely that you will ever botch, and grants you more successes than others would obtain.

Clear Sighted (3 pt) — Illusions are less real for you because, for the most part, you can see through them. The Storyteller will secretly roll your Perception + Alertness (Difficulty 8). One success will let you know that something is amiss, while three successes will make the illusion transparent to you. You can also see through vampiric Obfuscate in the same manner.

Code of Honor (1 pt) — You have a personal code of ethics to which you strictly adhere. You can automatically resist most temptations that would bring you in conflict with your code. When battling supernatural persuasion (Spirit magic or vampiric Domination) that would make you violate your code, either you gain three extra dice to resist or your opponent gains +2 Difficulty (Storyteller's choice). You must construct your own personal code of honor in as much detail as you can, outlining the general rules of conduct by which you abide.

Cold Caster (7 pt) — You find it so easy to cast Spells that you do not need to gesture or speak. When you cast a spell, you receive the bonuses of Normal and Cold casting. Unfortunately, you may only do one spell per round in such a way, but you still get your full Dice Pool for any other action you take that round (including Normal casting a Spell with mystic words and hand gestures).

Common Sense (1 pt) — You have a significant amount of practical, everyday wisdom. Whenever you are about to do something contrary to common sense, the Storyteller should alert you to how your potential action might violate practicality. This is an ideal Merit if you are a novice player because it allows you to receive advice from the Storyteller concerning what you can and cannot do, and (even more importantly) what you should and should not do.

Concentration (1 pt) — You have the ability to focus your mind and shut out any distractions or annoyances, above and beyond normal determination. Any penalty to Difficulty or Dice Pool arising from a distraction or other inauspicious circumstance is limited to 2, though no extra benefits are gained if only one penalty die is imposed.

Crack Shot (2 pt) — Your hand/eye coordination is so good that you receive –2 Difficulty on all ranged weapons.

Cyclic Magic (1-5 pt) — Your magic is attuned to some cycle of nature (the sun, the moon, the tides, the seasons), and itself cycles from low to high strength with given phenomena. During the peak of the cycle you gain one die to all magic Dice Pools per point of this Merit. During the low of the cycle, you lose one die to all magic Dice Pools per point of this Merit. At all other times, you magic rolls are treated normally. Thus Cyclic Magic (4 pt) might give you +4 to magic during the full moon, and –4 to magic during the new moon.

Danger Sense

Danger Sense (3 pt) — You have a sixth sense that warns you of danger. When you are in danger, the Storyteller should make a secret roll against your Perception + Alertness; the Difficulty depends on the remoteness of the danger. If the roll succeeds, the Storyteller tells you that you have a sense of foreboding. Multiple successes may refine the feeling and give an indication of direction, distance or nature. This Merit is more reliable, but less specific, than the Boon Sense Danger; the two can be combined to create an even more potent warning system.

Daredevil (3 pt) — You are good at taking risks, and are even better at surviving them. You receive –1 on all Difficulties whenever you try something particularly dangerous, and you can ignore one botch result when you roll "1"s on such actions (you can cancel a single "1" that is rolled, as if you have an extra success).

Double-Jointed (1 pt) — You are unusually supple. Take –2 Difficulty on any Dexterity roll involving body flexibility. Squeezing through a tiny space is one example of a use for this Merit.

Dual Nature (2 pt) — You have two distinct yet compatible Natures, both of which influence your personality. You may regain Willpower using both Natures. You may still choose a Demeanor, one as different from your Natures as you like. This Merit is not the same as having multiple personalities, which is a Derangement.

Dual Patron (5-7 pt) — You have been Chosen, twice. Two patrons look over you in your endeavors. You gain Boons from both, experience bonus when buying Spheres, and Difficulty adjustments on Spells. Five points is two different Patrons of the same Aspect. Six points is one Patron, but two Aspects. Seven points is two Patrons of different Aspects. Initial Willpower and Aura are averaged out (round up).

Eidetic Memory (2 pt) — You can remember things seen and heard with perfect detail. By gaining at least one success on an Intelligence + Alertness roll, you can recall any sight or sound accurately, even if you heard it or glanced at it only once (although the Difficulty of such a feat would be high). Five successes enable you to recall an event perfectly: the Storyteller relates to you exactly what was seen or heard.

Enchanting Voice (2 pt) — You have an almost magical voice, beautiful beyond words. You may add two dice to all Dice Pools directly involving the use of your voice – such as leadership, seduction, singing, etc – or reduce Social roll difficulties by two.

Faerie Affinity (2 pt) — Your presence does not frighten faeries; indeed, it attracts them, and you are naturally attuned to their ways. You may even share some small amount of faerie blood. Friendly fae might allow you to join their circle once in a while (though Gods only know what effect this might have in the long run…).

Faerie Eyes (1 pt) — You can see normally in deep woods or at night. Your eyes are unusually bright in color and reflect light, like a cat's. Others who see your eyes will instantly know that not all is normal with you (sometimes a good thing, sometimes not). You may even share some small amount of faerie blood.

Fast Learner (3 pt) — You learn very quickly, and pick up on new things faster than most do. You gain one extra experience point at the conclusion of each story (not each game session).

Favor (1-3 pt) — An experienced Chosen owes you a favor, because of something either you or you party once did for him. The extent of the favor depends on how many points you spend: one point would indicate a relatively minor favor, while three points would indicate that he owes you his life.

Guardian Angel (6 pt) — Someone or something watches over you and protects you from harm. You have no idea who or what it is, but you have an idea that someone is looking out for you. In times of great need, you may be supernaturally protected. However, one can never count upon a guardian angel. The Storyteller must decide why you are being watched and what is watching you (not necessarily an angel, despite the name).

Higher Purpose (1 pt) — Everyone has "reason to live", but you have a special commitment to your existence. Your chosen goal drives and directs you in everything. You do not concern yourself with petty matters and casual concerns, because your higher purpose is everything. Though you may sometimes be driven by this purpose and find yourself forced to behave in ways contrary to the needs of personal survival, it can also grant you great personal strength. You gain two extra dice on any Dice Pool that has something to do with this higher purpose. You need to decide what your higher purpose is. Make sure you talk it over with the Storyteller first. (You cannot take both this Merit and the Flaw Driving Goal.)

Huge Size (4 pt) — You are abnormally large in size, possibly over seven feet tall and 400 pounds in weight. You therefore are able to suffer more harm before you are incapacitated. Treat this as an extra Health Level, with no penalties to rolls.

Immune to Oblivion Influence (5 pt) — You have a special gift from your Patron: you are immune to the negative effects of Oblivion. You receive no penalties from dealing with, and learning from, Oblivion. You may even practice Oblivion magic without suffering from the Wasting, and higher successes are needed to sense this in you. Additionally, you are harder to affect with Oblivion magic, as you receive a –2 to your soak Difficulty. Karano with this Merit do not suffer from the Pain of their Aspect. It is said that they are the true Chosen of Oblivion, and not bent on destroying the World (but that may be just wishful thinking).

Inheritance (1 pt) — Someone close to you has given you something special, though it may be after he has died. If it is a simple item, you may have it without needing to meet the Resources Background requirement. If the item is magical, you must also have the Magic Item Background to show this, but the item gets one more Magic Level for free. This is the only way to begin a character with an insanely rare level 6 Magic Item (though any Storyteller would be a fool for not making your life hell because of it, if not refusing it outright).

Inn (2 pt) — You own a moderate-sized inn, perhaps the finest in the area. This inn brings in enough money to support you in moderate luxury (10 gold pieces a month), but more important than the money is the prestige and convenience. You may eat and sleep at your inn whenever you like for free. The name of the inn, its style, designs, and its regular patrons are all up to you.

Innate Magical Ability (5 pt) — You have some sort of magical ability that makes you unique. The ability is different from any normal Chosen Boon or Spell. The exact nature of the ability should remain somewhat mysterious to you, though you have some say in what the ability is. The ability has an estimated power level similar to a level 3 Spell.

Iron Will (3 pt) — When you are determined and your mind is set, nothing can divert you from your goals. You cannot be Dominated. Chosen using mental attacks against you gain an additional +3 to their Difficulties if you are aware of them and resisting. However, the additional mental defense costs you a Willpower point per turn. Even if you are unaware of them, Chosen seeking to magically influence you add +1 to their Difficulties.

Jack-Of-All-Trades (5 pt) — You have a large pool of miscellaneous skills and knowledge obtained through your extensive travels, the jobs you've held, or just all-around know-how. You automatically have one dot in all Skill and Knowledge Dice Pools. This is an illusory level, used only to simulate a wide range of abilities. If the character trains or spends experience in the Skill or Knowledge, he must pay the point cost for the first level a "second time" before raising the Skill or Knowledge to two dots.

Light Sleeper (1 pt) — You function quite well on four hours of sleep a night. More rest is always welcome, but if some circumstances (like research or tight deadlines) keep you awake, you'll suffer less severly than others might. If something happens during your slumber, you are more likely to awaken quickly than another person in your position.

Luck (3 pt) — You were born lucky. Your Patron guides your steps, or maybe the Devil looks after his own. Either way, you can repeat three rolls per story. Only one repeat attempt may be made on any single roll.

Lunar Influence (1 pt) — The moon has an unusually strong effect on you. During the periods of the new moon, your Strength, Dexterity and Stamina are cut in half (round up). During periods of full moon, your Strength, Dexterity and Stamina are increased by half again. During the waxing and waning phases, the Attributes are normal.

Magic Resistance (2 pt) — Your will is stronger against magic than most. You receive a –1 modifier to your soak Difficulty for all magic effects.

Natural Linguist (2 pt) — You have a flair for languages. This Merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add three dice to any Dice Pool involving languages (both written and spoken).

Omens (1 pt) — Subtle messages surround you constantly, telling you of things to come. Often, this can be more of a curse than a blessing. You may, once per game session, roll Perception + Enigmas (Difficulty 8). If successful, the Storyteller will give you an enigmatic message related to your current predicament. A clever Storyteller will have you to roll when he wants you to have a mysterious clue.

Perfect Balance (3 pt) — Your sense of balance has achieved great heights by constant training or inherited traits. It is very unlikely that you will ever fall during your life. You may trip, but you will always catch yourself before you fully lose your tooting or handhold. This Merit functions for such actions as tightrope walking crossing ice and climbing mountainsides. All Difficulties involving such feats are reduced by 2. It would take a lot to push or shove a character off his feet if he has this Merit.

Physically Impressive (2 pt) — A character with this Merit can add one die to all Social rolls that involve intimidation. The character appears both dangerous in outward demeanor and in physical bearing, and exudes a confidence that assists in impressing opponents.

Pitiable (1 pt) — There is something about you that others pity. This causes them to care for you as if you were a Child (Nature or Demeanor). Some Natures will not be affected by this Merit (Autocrat, Deviant, Fanatic, Sycophant, Villain), and some Demeanors may pretend they are not. You need to decide what it is about you that attracts such pity, and how much (or how little) you like it.

Poison Resistance (1 pt) — You have, for some reason or another, become resistant to poisons. It could he that you are somehow naturally resistant or that you have spent years building up your resistance against all known types of poisons. Any time you need to make a soak roll against the effects of a poison or toxin, reduce your Difficulty by 3.

Prestigious Family (1 pt) — Your family is well-known and respected. When in dire need, others may help you because of your family ties, or your family itself may provide assistance.

Prestigious Mentor (1 pt) — Your Mentor had or has great Status among the Chosen of your area, and this accorded you a peculiar honor. Most treat you respectfully as a result, while some have only contempt for you, believing you to be nothing compared to them. This prestige could greatly aid you when dealing with older Chosen acquainted with your Mentor. Indeed, your Mentor's allies may actually approach you at some point offering aid. Although your Mentor might no longer have contact with you, the simple fact of your apprenticeship has marked you forever.

Reputation (2 pt) — You have a good reputation among Chosen. This may be your own reputation, or it may be derived from your Mentor. Add three dice to any Dice Pools involving social dealings with other Chosen. A character with this Merit may not take the Flaw Notoriety.

Self-Confident (5 pt) — When you spend a point of Willpower to gain an automatic success, your self-confidence may allow you to gain the benefit of that expenditure without actually losing the Willpower point. When you declare that you are using a point of Willpower and roll for successes, you do not lose the point of Willpower unless you fail. This will also prevent you from botching, but only if you declare that you are spending the Willpower point before you roll. This Merit may only be used when you need confidence in your abilities in order to succeed. You can use it only when the Difficulty of your roll is 6 or higher. You may spend Willpower at other times; however, if the Difficulty is 5 or less, this Merit will not help you.

Spark of Life (5 pt) — The vitality of life flows within you with preternatural strength. This life-force is so strong, in fact, that all non-aggravated wounds heal as if they were one wound level less; if you are Injured, you will heal in three days what others heal in a week. If you are Hurt, you heal in only one day. Bruises disappear in an hour. If in perfect health yourself, you may share your vitality with others through the power of your touch. Anyone you assist recovers at your accelerated rate, but if the person is badly mauled or crippled, she will require months of constant bedside nursing. If the possessor of this gift is proficient in Static Water magic, he may heal aggravated wounds as if they were non-aggravated. All Difficulties with Static Water magic for the purpose of healing are at –2 when the touch is used. The Chosen's supernatural vitality aids the effect. On the downside, your blood is particularly tasty to vampires, being twice as potent as most mortals, and you regenerate on top of it. Vampires have names for people like you – "Cornucopia", "Big Gulp", or simply "Mine!"

Spell Book (1-7 pt) — You are in the possession of a rare book containing Spells in written word. Studying a Spell from this book is almost as good as having someone teach you that Spell. For each point of Merit, this book contains three level points of Spells. If you ever loose the book, you loose the Merit as well. An example of such a book would be "The Artificer", a level 4 Spell Book, containing Transcribe, Armor Enhancement, Weapon Enhancement, and Permanency. (4 x 3 = 12 and 2 + 3 + 3 + 4 = 12)

Sphere Natural (5 pt) — You are able to utilize one of the Spheres of magic with a greater degree of ease than other Chosen. In a previous incarnation, you were extremely proficient in one of the Spheres – so much so that you have managed to draw a small portion of that knowledge through into this lifetime. Select a Sphere; when spending experience points to gain levels in that Sphere, you pay three-quarter of the normal cost. This Sphere must be declared during character conception. While this Sphere is typically your Patron's Sphere, it can be any of them (even Oblivion).

Spirit Familiar (1 pt) — Your Familiar is a spirit of some sort. This makes care and feeding of your Familiar quite easy. Plus, your Familiar may be able to go places (at speeds) that other Familiars cannot. However, Spirit Familiars have difficulty affecting physical objects and creatures. You must have the Familiar background to take this Merit.

Spirit Mentor (2 pt) — You have a spirit companion and guide. This spirit is able to employ a number of minor powers when it really struggles to exert itself (see Haunted, below), but for the most part, its benefit to you is through the advice it can give. This ghost may the incorporeal spirit of someone who was once living. The Storyteller will create the spirit, but will not reveal to you its full powers and potencies. This Merit should be taken with the Mentor background.

Supernatural Companion

Supernatural Companion (3 pt) — You have a friend and ally who just happens to be a supernatural creature (werewolf, vampire, faerie, etc.). Though you may call upon this being in time of need, she also has the right to call upon you (after all, you are friends). Neither your kind nor hers appreciate such a relationship; while Chosen deal with these Mythologics often, all sides share a healthy distrust of each other. The Storyteller will create the character in question, and will not reveal its full powers and potencies.

True Love (1 pt) — You have discovered, and possibly lost (at least temporarily) a true love. Nonetheless, this love provides joy in a torrid existence usually devoid of such enlightened emotions. Whenever you are suffering, in danger, or dejected, the thought of your true love is enough to give you the strength to persevere. In game terms, this love allows you to succeed automatically on any Willpower roll, but only when you are actively striving to protect or come closer to your true love. Also, the power of your love may be powerful enough to protect you from other supernatural forces (Storyteller's discretion). However, your true love may also be a hindrance and require aid (or even rescue) from time to time. Be forewarned: this is a most exacting Merit to play over the course of a chronicle.

Unusual Boon (4 pt) — Your relationship with your Patron is slightly different, and your Boon reflects that. While you are encouraged to be creative with the exact nature of your Boon, the Storyteller has final approval as always. Bear in mind, Boons are meant to be useful, but not overly powerful.

Void Sensitive (2 pt) — More so than most, you are sensitive to the powers of Oblivion. Even without the use of magic, you have a chance to detect it in use by successfully rolling Perception + Enigmas (Difficulty 8). Even a Karano who is not using any magic at the moment may be sensed if proximity is close enough (say, within three feet). This ability does not manifest itself as a big neon flashing sign that says "Warning!" but rather as slight nausea or other icky feelings, which could be easily rationalized away as something else. On the plus side, you get one automatice success when using the Spells Detect Oblivion and Sense Oblivion.


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